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A Share VR Rising Layout: Cloud Games Or The First Landing Scenario, Downstream Application Scenarios Are Expected To Increase Hardware Shipment

2021/9/9 12:54:00 0

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Driven by byte's acquisition of Pico, a VR start-up, VR concept has recently become the "prettiest kid" in the market.

On September 8, Tom cat, zhongqingbao, danghong technology, Baotong technology, Kunlun wanwei, Sanqi mutual entertainment, silk road vision, perfect world and so on continued to soar. So far, the rising trend has continued for many trading days.

On the evening of the previous day, more than ten A-share listed companies issued an announcement to introduce the company's layout in VR / AR field. From the perspective of industry distribution, it mainly focuses on games, parts and equipment, software development and other fields.

Industry insiders generally believe that with the maturity of optical and display equipment of upstream core components, the gradual improvement of downstream software ecology, and the arrival of VR era, the industry is expected to usher in explosive growth, and the shipment of related equipment is expected to double in the next year. Which segment will be the first to usher in the outbreak, become the focus of market attention.

Hot layout of A-share VR industry

On September 7, zhongqingbao announced that it would create the meta universe game "winemaker", with a 20% rise limit. On the same day, the 21st century economic report reporter interviewed the company's relevant people, and it was not clear whether the game was launched or not.

But even under this "uncertain" stance, zhongqingbao continued to gain strongly on September 8. In addition, Baotong technology, perfect world, Sanqi mutual entertainment, Jiachuang video and digital video, which provide VR related display technology, have soared for many consecutive days, which shows the market's pursuit of the concept of meta universe.

The market is so hot that a number of listed companies can not help but announce their layout in VR field.

The online game companies represented by zhongqingbao are the main force.

Aofei entertainment said on the interactive platform that after the VR / AR industry has entered a more mature and stable stage, the company will choose the opportunity to present its content works to users through relevant hardware devices.

Sanqi mutual entertainment also expressed its interest in this field, "in the field of meta universe, game companies will have considerable competitive advantages, because they are good at creating a virtual world to satisfy users. We are very optimistic and will increase investment." it is reported that the company has invested in the VR content developer archiact to layout the content ecology.

But judging from the above statement, these companies still need some time to go online.

There are also some companies whose business is related to VR vision, so they also take this ride.

Fengyuzhu said that VR / AR digital visual content and technology solutions are widely used in the company's digital experience business, and the construction of digital content and scene is an important link in the development of "meta universe" related industries.

21st century economic reporter noticed that about 80% of the company's revenue in 2020 comes from creative design, interactive experience, CGI special effects, VR / AR, holographic image and other kinds of software and hardware system integration services.

E-shang exhibition is a company with cultural and creative design and three-dimensional digital technology as its core, and has been committed to independent research and development and commercialization of 3davr holographic technology. Recently, the company took advantage of the hot iron and said that it would invest in setting up a subsidiary focusing on the direction of "meta universe".

In the past two trading days, fengyuzhu and Yishang showed a continuous surge.

In the field of hardware, many consumer electronics industry chain companies have set foot in VR business.

On the interactive platform on the evening of July 7, Lucent precision said that AR and VR are important product lines in consumer electronics. Both parts and complete machines have their own layout, and they are also negotiating with customers in relevant markets.

How about the related business of Lixun precision? The reporter of 21st century economic report did not find VR related expression in the first half of his financial report. However, according to its 2020 annual report, AR / VR is one of the smart terminal applications in the company's consumer electronics business.

According to its official website, Lixun precision has exhibited computer related peripheral products in 2019, including active cable and optical fiber products for VR. From the application point of view, it is mainly to solve the demand of VR long-distance high-speed transmission signal.

The joint optoelectronic layout VR of the main photoelectric lens products is earlier. The company started the construction of the workshop of the fixed increase project at the end of 2020. After the completion of the workshop of the fixed increase project, the annual output of 18 million sets of vehicle mounted lens products, 2 million sets of new projection lens products and 580000 sets of VR / AR all-in-one machines can be realized. It also said that Zhongshan United optoelectronics equity investment partnership (limited partnership), which participated in the company's investment, held 5.31% of the shares of Shenzhen Longchi Xinchuang Technology Co., Ltd., and the current orders of AR and VR have exceeded the orders in the first half of the year.

Anjie technology also said on the investor interaction platform on September 4 that the company's supporting business for VR terminal products will continue to grow, and the VR / AR business volume in 2022 is expected to be more than twice that in 2021. According to the data, Anjie technology provides precise functional parts for Facebook's head display device quest2.

The path of commercial gold mining

According to the report of future think tank, in the whole industry chain, the current market scale of hardware, content, software and service is 37%, 36%, 19% and 8% respectively. Among them, the hardware is mainly consumer level and industry level VR terminals, mainly including games, video, live broadcast, etc.; software includes system software developers, application software developers, software distribution channels, etc.; VR services include offline experience stores, game chain stores and various industry application service providers.

Combined with the relevant progress of the A-share companies mentioned above, VR hardware field has more forward-looking layout, and the software ecology has begun to make efforts.

The electronic team of Huaxi Securities pointed out that with the strong promotion of Facebook, HTC, Huawei, Google, apple, Samsung, Microsoft and other giants, VR hardware is constantly pushing forward, and the relevant pain points are gradually improving, and the content side is gradually maturing in different application fields under the background of gradually mature display technology and 5g technology.

"The continuous upgrading of hardware devices, 5g and cloud computing will encourage more developers to enter, so as to produce more good content, attract more users, and form a normal cycle." one founder of AR venture told 21st century economic report.

This also means that hardware and content may be the biggest growth point in terms of industrial chain opportunities. Moreover, cloud games are expected to be the first application scenario to be launched. From the perspective of segmentation, there are opportunities for hardware manufacturers and game manufacturers.

Moreover, the 21st century economic reporter found that VR applications are gradually expanding from games to office, social and business.

The reporter learned from Netease game Fuxi artificial intelligence laboratory that it started from the game background technology and made some immersive experience according to the progress of VR technology. For example, the recently released immersive activity system "Yaotai" can set up various styles of activity venues according to the needs, reproduce the real meeting scene with high precision, and upload photos to create exclusive virtual image through AI intelligent face pinching and expression real-time migration, which increases the sense of reality and immersion of virtual conference.

Pinch face technology has previously served a number of Netease games and applications. Next, Netease Fuxi will further integrate AI technology into the immersive conference system to realize virtual community, virtual reception, vr virtual reality and other functions.

After the epidemic, the application of VR technology in the field of HR has become more and more. Recently, the person in charge of HR SaaS software "I personnel" also told reporters of the 21st century economic report, "for example, we are studying how to use VR technology to" turn virtual into reality "when we are studying video interviews, and we have the general sense of being" face-to-face. "

With the expansion of downstream scenarios, this means that the ceiling of VR hardware shipment will be opened.

In terms of hardware, VR head display equipment is an important output port, and many large factories have layout. At present, the mainstream VR manufacturers in China include Pico, iqiyi, Nolo, corevision, Qianhuan magic mirror, Dapeng, etc. at present, Pico and DPVR are relatively in the lead, and the industry still presents a diversified development pattern.

CICC pointed out that, on the whole, limited by the volume of VR shipment, it is still difficult to compare with smart phones in the short term. It is suggested to focus on the incremental opportunities of parts and assembly links with high concentration, as well as the incremental functions brought about by subsequent VR micro innovation. Specifically, "the proportion of screens and chips is high, and the increment of structural parts and PCB components is considerable."

 

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